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3408d9ff8e
Author | SHA1 | Date | |
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3408d9ff8e | |||
58f266d600 | |||
ddcfca5b8d |
21 changed files with 1804 additions and 137 deletions
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271
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Shader "CrispyPin/Spinny_Sunset"
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{
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Properties
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{
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_MaxSteps ("Max steps", Int) = 128
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CGPROGRAM
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int _MaxSteps;
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float _MaxDist;
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float _SurfDist;
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#define REFLECTIONS 3
|
||||
#define SCENE_SCALE 0.025
|
||||
#define LIMIT_DEPTH_TO_MESH
|
||||
|
||||
#include "lib/libgarbage.cginc"
|
||||
|
||||
#define PI 3.1416f
|
||||
#define WHITE 1
|
||||
#define UP float3(0, 1, 0)
|
||||
|
||||
sampler2D _NoiseTex;
|
||||
float3 _SkyCol;
|
||||
float _HorizonTint;
|
||||
|
||||
float _StarsMissing;
|
||||
float _StarDensity;
|
||||
float _StarRandom;
|
||||
|
||||
float _StarSize;
|
||||
float _StarSizeRandom;
|
||||
float _StarTint;
|
||||
|
||||
float3 _SunCol;
|
||||
float _SunAngle;
|
||||
float _SunRadius;
|
||||
float _SunCutoff;
|
||||
|
||||
sampler2D _WaterNormal;
|
||||
// sampler2D _WaterHeight;
|
||||
// sampler2D _WaterAO;
|
||||
float3 _WaterCol;
|
||||
float _HeightOffset;
|
||||
float _WaveStrength;
|
||||
float _WaveSpeed;
|
||||
|
||||
float _Grid;
|
||||
|
||||
float3 get_water_normal(float2 pos) {
|
||||
pos *= 0.5;
|
||||
float time = _Time.x * _WaveSpeed + 5; // offset is to make it look better at frame 0
|
||||
float t1 = time * 0.18;
|
||||
float3 normal = (tex2D(_WaterNormal, pos + float2(t1, -t1 * 0.5)) - 0.5) * 0.5;
|
||||
float t2 = time * 0.37;
|
||||
normal += (tex2D(_WaterNormal, pos * 0.276 + float2(t2 * 0.8, t2)) - 0.5);
|
||||
float t3 = time * 0.08;
|
||||
normal += (tex2D(_WaterNormal, pos * 0.07 + float2(t3 * 0.8, -t3)) - 0.5);
|
||||
// normal = normalize(normal.zxy); // normal map import settings
|
||||
normal = normalize(normal.rbg) * float3(-1, 1, -1); // standard import settings
|
||||
|
||||
// normal = normalize(normal);
|
||||
|
||||
// return UP;
|
||||
return lerp(UP, normal, _WaveStrength);
|
||||
}
|
||||
|
||||
|
||||
float3 sun(float3 base_col, float3 dir, float3 sun_dir) {
|
||||
float alignment = min(acos(dot(dir, sun_dir)), 1);
|
||||
float sun_amount = smax(min(_SunRadius / alignment, 5) - _SunCutoff, 0, 0.15);
|
||||
return lerp(base_col, _SunCol, sun_amount);
|
||||
}
|
||||
|
||||
float3 sky(float3 dir, float3 sun_dir) {
|
||||
float theta = atan2(dir.x, dir.z); // latitude
|
||||
float phi = asin(dir.y); // longitude
|
||||
/// background
|
||||
float factor = smoothstep(0, 0.5, dir.y + 0.2);
|
||||
float3 horizon_col = lerp(_SkyCol, _SunCol, _HorizonTint);
|
||||
float3 col = lerp(horizon_col, _SkyCol, factor);
|
||||
|
||||
/// stars
|
||||
float2 cells = float2(-1, floor(_StarDensity));
|
||||
float cell_x_base = floor(cells.y * PI);
|
||||
float celly = phi * cells.y;
|
||||
// cells per ring depend on y pos, to reduce warping around the poles:
|
||||
cells.x = floor(cos(floor(celly) / _StarDensity) * cell_x_base);
|
||||
float cellx = (theta / PI * cells.x);
|
||||
|
||||
float2 pos = float2(cellx, celly); // cell-space pos of this pixel
|
||||
float2 cell_pos = float2(floor(cellx), floor(celly)); // position of this cell
|
||||
float2 cell_center = cell_pos + 0.5;
|
||||
|
||||
float2 star_pos = cell_center + (tex2D(_NoiseTex, cell_pos / cells + float2(0, 0.1)) - 0.5) * _StarRandom;
|
||||
|
||||
/// star color
|
||||
float3 r = tex2D(_NoiseTex, cell_pos / cells);
|
||||
float rnum = frac((r.r + r.g - r.b) * 10);
|
||||
float rnum2 = frac((r.r - r.g + r.b) * 10);
|
||||
|
||||
float star_size = _StarSize * (rnum * _StarSizeRandom + (1 - _StarSizeRandom));
|
||||
|
||||
float distance = length(pos - star_pos);
|
||||
float star_strength = max(min(star_size / distance * 0.5, 1.25) - 0.25, 0); // star glow
|
||||
|
||||
star_strength *= clamp(sin(phi * 2) - 0.1, 0, 1); // fade stars near/under horizon
|
||||
star_strength *= length(r) / 2; // fade stars
|
||||
star_strength *= rnum2 > _StarsMissing; // remove stars
|
||||
|
||||
float3 star_col = lerp(WHITE, r, _StarTint);
|
||||
|
||||
col = lerp(col, star_col, star_strength);
|
||||
|
||||
col = sun(col, dir, sun_dir);
|
||||
/// debug grid
|
||||
col = lerp(col, WHITE, _Grid * (
|
||||
pow(frac( cellx), 20) +
|
||||
pow(frac( celly), 20) +
|
||||
pow(frac(-cellx), 20) +
|
||||
pow(frac(-celly), 20)
|
||||
));
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
float3 sunset_env(float3 dir, float3 ray_origin) {
|
||||
ray_origin = 0;
|
||||
|
||||
// float3 horizon_col = lerp(_SkyCol, _SunCol, _HorizonTint);
|
||||
float3 origin = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
|
||||
origin = 0;
|
||||
float3 sun_dir = float3(sin(_SunAngle), 0.0, cos(_SunAngle));
|
||||
|
||||
float3 col;
|
||||
|
||||
if (dir.y < 0) {
|
||||
origin.y += _HeightOffset;
|
||||
float3 camera_local_pos = ray_origin;
|
||||
camera_local_pos.y = max(camera_local_pos.y, 0.01); // don't allow looking under water surface; it renders backwards.
|
||||
float3 surface_pos = float3 (
|
||||
camera_local_pos.x - camera_local_pos.y / (dir.y / dir.x),
|
||||
0,
|
||||
camera_local_pos.z - camera_local_pos.y / (dir.y / dir.z)
|
||||
);
|
||||
float3 water_normal = get_water_normal(surface_pos.xz);
|
||||
|
||||
float3 reflected_dir = reflect(dir, water_normal);
|
||||
float3 sky_reflection = sky(reflected_dir, sun_dir) ;
|
||||
|
||||
float3 water_col = lerp(_SkyCol, _SunCol, 0.01) * _WaterCol;
|
||||
float3 refracted_dir = normalize(refract(dir, water_normal, 1/1.333));
|
||||
float subsurf = (refracted_dir.y + 1);
|
||||
|
||||
col = water_col * max(subsurf * 12 - 2, 0.7);
|
||||
|
||||
float diffuse = max(dot(sun_dir, water_normal), 0);
|
||||
col += water_col * _SunCol * diffuse * 10;
|
||||
|
||||
// float3 water_ao = get_ao(surface_pos.xz);
|
||||
// col = water_col * lerp(0.1, water_ao, _WaveStrength) * 7;
|
||||
|
||||
float hit_angle = dot(dir, -water_normal);
|
||||
col = lerp(sky_reflection, col, hit_angle);
|
||||
|
||||
// col = sky_reflection;
|
||||
// col *= pow(dot(UP, water_normal), 512); // EVIL in the water
|
||||
// col = pow((tex2D(_WaterNormal, surface_pos.xz).zxy), 2);
|
||||
// col = tex2D(_WaterAO, surface_pos.xz);
|
||||
|
||||
// float distance = length(surface_pos - camera_local_pos);
|
||||
// float fog_factor = smoothstep(10, 70, distance) * 0.4;
|
||||
// col = lerp(col, horizon_col, fog_factor);
|
||||
}
|
||||
else {
|
||||
col = sky(dir, sun_dir);
|
||||
}
|
||||
return col;
|
||||
}
|
||||
|
||||
SurfacePoint main(float3 p) {
|
||||
Material grass = mat(float3(0.05, 0.5, 0.1), 0.3);
|
||||
Material dirt = mat(float3(0.5, 0.2, 0.05), 0);
|
||||
Material metal = mat(1, 1);
|
||||
Material blue = mat(float3(0.5, 0.6, 1), 0);
|
||||
|
||||
SurfacePoint d = mPlaneY(p, 0, grass);
|
||||
d = qIntersect(d, mSphere(p, 9, dirt), 0.5);
|
||||
d = qUnion(d, mSphere(p - float3(0, 2, 0), 2, metal));
|
||||
d = qUnion(d, mTorus(rotX(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5);
|
||||
d = qUnion(d, mTorus(rotZ(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5);
|
||||
d = qUnion(d, mTorus(rotX(p, _Time * 40), 5, 0.5, blue), 0.5);
|
||||
d = qUnion(d, mTorus(rotZ(p, _Time * 40), 5, 0.5, blue), 0.5);
|
||||
// small spheres
|
||||
float3 p2 = abs(rotY(p, -20 * _Time)) - float3(1.5, sin(_Time.y * 5) + 1, 1.5);
|
||||
d = qUnion(d, mSphere(p2, 0.7, metal), 0.2);
|
||||
|
||||
Material water = mat(float3(0.01, 0.015, 0.025), 0.7);
|
||||
float h = 0;// sin(p.x + sin(p.z * 2+ _Time.y) * 0.3);
|
||||
h *= 0.1;
|
||||
h = - 2;
|
||||
// d = qUnion(d, mPlaneY(p, h - snoise(p / 10 + _Time.xyz * 0.2) * 0.2, water));
|
||||
float3 p3 = repXZ(p, 20, 20);
|
||||
// d = qUnion(d, mSphere(p3 - float3(snoise(p), -5, 1), 8, water), 3);
|
||||
// d = qUnion(d, mSphere(p3 - float3(3, h - 1.5, 2 + sin(p.x / 20)*3), 4, water), 3);
|
||||
return d;
|
||||
}
|
||||
|
||||
float3 lighting(Ray ray) {
|
||||
if (ray.missed) {
|
||||
return sunset_env(ray.dir, ray.start / SCENE_SCALE);
|
||||
}
|
||||
|
||||
float3 sun_dir = normalize(float3(0, 1, 10));
|
||||
float3 col = 0;
|
||||
col = ray.mat.col * lSun(ray.normal, sun_dir);
|
||||
col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
|
||||
col += ray.mat.col * lSky(ray.normal);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/raymarched/Spinny_Sunset.shader.meta
Normal file
9
Assets/raymarched/Spinny_Sunset.shader.meta
Normal file
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: bf32a865560b32c028bf9030b99bb087
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
131
Assets/raymarched/distortion.shader
Normal file
131
Assets/raymarched/distortion.shader
Normal file
|
@ -0,0 +1,131 @@
|
|||
Shader "CrispyPin/Distortion"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Raymarcher Properties)]
|
||||
_MaxSteps ("Max steps", Int) = 128
|
||||
_MaxDist ("Max distance", Float) = 128
|
||||
_SurfDist ("Surface distance threshold", Range(0.0001, 0.05)) = 0.001
|
||||
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
Cull Front
|
||||
LOD 100
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
int _MaxSteps;
|
||||
float _MaxDist;
|
||||
float _SurfDist;
|
||||
#define MAX_STEPS _MaxSteps
|
||||
#define MAX_DIST _MaxDist
|
||||
#define SURF_DIST _SurfDist
|
||||
|
||||
#define REFLECTIONS 3
|
||||
|
||||
#define LIGHT_FN lighting
|
||||
#define SCENE_FN main
|
||||
|
||||
// #define SEPARATE_MATERIAL_AND_DIST_FUNCTIONS
|
||||
// #define SCENE_FN separate_mat
|
||||
// #define DISTANCE_FN separate_dist
|
||||
|
||||
// #define DISABLE_DEPTH
|
||||
// #define DISCARD_ON_MISS
|
||||
// #define USE_WORLD_SPACE
|
||||
#define STEP_MULTIPLIER 0.5
|
||||
#define SCENE_SCALE 0.2
|
||||
#define LIMIT_DEPTH_TO_MESH
|
||||
#include "lib/libgarbage.cginc"
|
||||
|
||||
float3 distort(float3 p) {
|
||||
p = rotY(p, sin(length(p.xz) * 0.2) * 0.2);
|
||||
p.x += smoothstep(0, 0.5, fmod(_Time.x, 1)) * 2;
|
||||
p.z += smoothstep(0.5, 1, fmod(_Time.x, 1)) * 2;
|
||||
return p;
|
||||
}
|
||||
|
||||
float3 checkers(float3 p, float3 a, float3 b, float2 size) {
|
||||
float2 q = p.xz / size;
|
||||
q = int2(abs(q) + 0.5);
|
||||
int s = ((q.x + q.y) % 2);
|
||||
return s * a + (1 - s) * b;
|
||||
}
|
||||
|
||||
float3 floor_col(float3 p) {
|
||||
// oscillating warp
|
||||
// p = rotY(p, length(p.xz)*0.03*sin(_Time.y) + _Time.y*0.1);
|
||||
// constant movement with warped grid
|
||||
// p = rotY(p, sin(length(p.xz) * 0.2) * 0.2);
|
||||
// p.x += fmod(_Time.y, 4);
|
||||
//
|
||||
// p.x += smoothstep(0, 0.5, fmod(_Time.y, 1)) * 2;
|
||||
// p.z += smoothstep(0.5, 1, fmod(_Time.y, 1)) * 2;
|
||||
return lerp(0.08,
|
||||
checkers(p - 1, 0.06, 0.12, 2),
|
||||
smoothstep(64, 0, length(p))
|
||||
);
|
||||
}
|
||||
|
||||
SurfacePoint main(float3 p) {
|
||||
float3 twistp = rotY(p, sin(length(p.xz) * 0.2) * 0.2);
|
||||
|
||||
p = distort(p);
|
||||
Material floor = mat(floor_col(p));
|
||||
|
||||
p.y += 2.5;
|
||||
|
||||
Material black = mat(0.05);
|
||||
|
||||
SurfacePoint d;
|
||||
// d = mSphere(p - float3(0, -1, 0), 0.1);
|
||||
d = mPlaneY(p, 0, floor);
|
||||
d = qIntersect(d, mSphere(p, 20, d.mat));
|
||||
float3 rp = repXZ(p, 2, 2);
|
||||
float h = sin(twistp.x - rp.x) + 2 + sin((twistp.z - rp.z)* 0.17);
|
||||
d = qUnion(d, mBox(rp - float3(0, h*0.5, 0), float3(0.5, h, 0.5), black));
|
||||
|
||||
return d;
|
||||
}
|
||||
|
||||
float3 lighting(Ray ray) {
|
||||
float3 sun_dir = normalize(float3(2, 1, -1));
|
||||
if (ray.missed) {
|
||||
if (ray.dir.y >= 0) {
|
||||
return lRenderSky(ray.dir, sun_dir);
|
||||
} else
|
||||
{
|
||||
float3 cam = ray.start;
|
||||
cam.y += 2.5;
|
||||
float3 dir = ray.dir;
|
||||
float3 surface_pos = float3(
|
||||
cam.x - cam.y / (dir.y / dir.x),
|
||||
0,
|
||||
cam.z - cam.y / (dir.y / dir.z)
|
||||
);
|
||||
float col = floor_col(distort(surface_pos));
|
||||
return col * (lSky(float3(0,1,0)) + lSun(float3(0,1,0), sun_dir));
|
||||
}
|
||||
}
|
||||
|
||||
float3 col = lSun(ray.normal, sun_dir);
|
||||
col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
|
||||
col += lSky(ray.normal);
|
||||
// col = clamp(col, 0, 1);
|
||||
// col = smoothstep(0,1,col);
|
||||
// col = pow(col, 1.3);
|
||||
|
||||
return ray.mat.col * col ;
|
||||
// return col*0.2;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/raymarched/distortion.shader.meta
Normal file
9
Assets/raymarched/distortion.shader.meta
Normal file
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ebb4c5ee330ee4a57bf8516adc9a7828
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -63,8 +63,8 @@ Material:
|
|||
- _GlossMapScale: 1
|
||||
- _Glossiness: 0.5
|
||||
- _GlossyReflections: 1
|
||||
- _MaxDist: 512
|
||||
- _MaxSteps: 512
|
||||
- _MaxDist: 100
|
||||
- _MaxSteps: 256
|
||||
- _Metallic: 0
|
||||
- _Mode: 0
|
||||
- _OcclusionStrength: 1
|
||||
|
|
|
@ -79,12 +79,6 @@ START_RAYS_IN_SPHERE // TODO: implement
|
|||
#define SCENE_SCALE 1
|
||||
#endif
|
||||
|
||||
// TODO: implement
|
||||
#ifndef AMBIENT_OCCLUSION_STEPS
|
||||
#define AMBIENT_OCCLUSION_STEPS 4
|
||||
#endif
|
||||
|
||||
|
||||
struct AppData {
|
||||
float4 vertex : POSITION;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
|
|
|
@ -39,48 +39,83 @@ Shader "CrispyPin/LibGarbageExample"
|
|||
// #define DISABLE_DEPTH
|
||||
// #define DISCARD_ON_MISS
|
||||
// #define USE_WORLD_SPACE
|
||||
#define SCENE_SCALE 0.05
|
||||
#define STEP_MULTIPLIER 0.8
|
||||
#define SCENE_SCALE 0.2
|
||||
#define LIMIT_DEPTH_TO_MESH
|
||||
#include "libgarbage.cginc"
|
||||
|
||||
float3 checkers(float3 p, float3 a, float3 b, float2 size) {
|
||||
float2 q = p.xz / size;
|
||||
q = int2(abs(q) + 0.5);
|
||||
int s = ((q.x + q.y) % 2);
|
||||
return s * a + (1 - s) * b;
|
||||
}
|
||||
|
||||
float3 floor_col(float3 p) {
|
||||
return lerp(0.08,
|
||||
checkers(p - 1, 0.06, 0.12, 2),
|
||||
smoothstep(64, 0, length(p))
|
||||
);
|
||||
}
|
||||
|
||||
SurfacePoint main(float3 p) {
|
||||
Material grass = mat(float3(0.001, 0.1, 0.001), 0.3);
|
||||
Material dirt = mat(float3(0.1, 0.04, 0.01), 0);
|
||||
Material metal = mat(0.1, 1);
|
||||
Material blue = mat(float3(0.05, 0.1, 0.2), 0);
|
||||
Material floor = mat(floor_col(p));
|
||||
|
||||
SurfacePoint d = mPlaneY(p, 0, grass);
|
||||
d = qIntersect(d, mSphere(p, 9, dirt), 0.5);
|
||||
d = qUnion(d, mSphere(p - float3(0, 2, 0), 2, metal));
|
||||
d = qUnion(d, mTorus(rotX(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5);
|
||||
d = qUnion(d, mTorus(rotZ(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5);
|
||||
d = qUnion(d, mTorus(rotX(p, _Time * 40), 5, 0.5, blue), 0.5);
|
||||
d = qUnion(d, mTorus(rotZ(p, _Time * 40), 5, 0.5, blue), 0.5);
|
||||
// small spheres
|
||||
float3 p2 = abs(rotY(p, -20 * _Time)) - float3(1.5, sin(_Time.y * 5) + 1, 1.5);
|
||||
d = qUnion(d, mSphere(p2, 0.7, metal), 0.2);
|
||||
p.y += 2.5;
|
||||
|
||||
// Material green = mat(float3(0.05, 0.8, 0.2));
|
||||
Material mat1 = mat(1, 0.3, 0.1);
|
||||
// Material mat1 = mat(0.05);
|
||||
Material helix_glossy = mat(float3(1, 0.2, 0.05), 0.5);
|
||||
|
||||
SurfacePoint d;
|
||||
|
||||
|
||||
d =/* qUnion(d, */ mSphere(p - float3(-2, 1, -2), 0.5, mat1)/* ) */;
|
||||
d = qUnion(d, mTorus(p - float3(0, 1, -2), 0.4, 0.1, mat1));
|
||||
d = qUnion(d, mLine(p, float3(1.5, 1.5, -2), float3(2.5, 0.5, -2), 0.2, mat1));
|
||||
|
||||
d = qUnion(d, mBox(p - float3(-2, 1, 0), float3(0.5, 0.5, 0.8), mat1));
|
||||
d = qUnion(d, mHexPrism(p - float3(0, 1, 0), 0.5, 0.2, mat1));
|
||||
d = qUnion(d, qIntersect(mHelix(rotY(p - float3(2, -1, 0), _Time.y), 0.5, 0.2, 0.13, helix_glossy), mBox(p - float3(2, 1, 0), 1.8, mat1),0.05));
|
||||
|
||||
d = qUnion(d, mCylinder(p - float3(-2, 1, 2), 0.4, 0.5, mat1));
|
||||
d = qRound(d, 0.05 * sin(_Time.y));
|
||||
// d.mat = mat1;
|
||||
d = qUnion(d, mPlaneY(p, 0, floor));
|
||||
d = qIntersect(d, mSphere(p, 7, d.mat)); // limit floor size for better performance
|
||||
return d;
|
||||
}
|
||||
|
||||
SurfacePoint separate_mat(float3 p) {
|
||||
Material blue = mat(float3(0.05, 0.1, 0.2), 0);
|
||||
SurfacePoint d = mSphere(p, 1, blue);
|
||||
return d;
|
||||
}
|
||||
|
||||
float separate_dist(float3 p) {
|
||||
return main(p).dist;
|
||||
}
|
||||
|
||||
float3 lighting(Ray ray) {
|
||||
if (ray.missed)
|
||||
return lRenderSky(ray.dir, normalize(float3(4,2,1)));
|
||||
float3 sun_dir = normalize(float3(2, 1, -1));
|
||||
if (ray.missed) {
|
||||
if (ray.dir.y >= 0) {
|
||||
return lRenderSky(ray.dir, sun_dir);
|
||||
} else
|
||||
{
|
||||
float3 cam = ray.start;
|
||||
cam.y += 2.5;
|
||||
float3 dir = ray.dir;
|
||||
float3 surface_pos = float3(
|
||||
cam.x - cam.y / (dir.y / dir.x),
|
||||
0,
|
||||
cam.z - cam.y / (dir.y / dir.z)
|
||||
);
|
||||
float col = floor_col(surface_pos);
|
||||
return col * (lSky(float3(0,1,0)) + lSun(float3(0,1,0), sun_dir));
|
||||
}
|
||||
}
|
||||
|
||||
float3 sun_dir = normalize(float3(4, 2, 1));
|
||||
float3 col = 0;
|
||||
col = ray.mat.col * lSun(ray.normal, sun_dir);
|
||||
float3 col = lSun(ray.normal, sun_dir);
|
||||
col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
|
||||
col += ray.mat.col * lSky(ray.normal);
|
||||
return col;
|
||||
col += lSky(ray.normal);
|
||||
// col = clamp(col, 0, 1);
|
||||
// col = smoothstep(0,1,col);
|
||||
// col = pow(col, 1.3);
|
||||
|
||||
return ray.mat.col * col ;
|
||||
// return col*0.2;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
|
|
|
@ -12,6 +12,7 @@ float smax(float a, float b, float k) {
|
|||
|
||||
Material mixMat(Material a, Material b, float fac) {
|
||||
Material m;
|
||||
fac = clamp(fac * 1.1 - 0.05, 0, 1); // TODO make this configurable, also possibly use smoothstep
|
||||
m.col = lerp(a.col, b.col, fac);
|
||||
m.gloss = lerp(a.gloss, b.gloss, fac);
|
||||
return m;
|
||||
|
@ -22,6 +23,14 @@ Material mixMat(SurfacePoint a, SurfacePoint b) {
|
|||
return mixMat(a.mat, b.mat, fac);
|
||||
}
|
||||
|
||||
Material nearestMat(SurfacePoint a, SurfacePoint b) {
|
||||
if (a.dist < b.dist) {
|
||||
return a.mat;
|
||||
} else {
|
||||
return b.mat;
|
||||
}
|
||||
}
|
||||
|
||||
// --------------------------------
|
||||
// base sdf operations
|
||||
// --------------------------------
|
||||
|
@ -37,7 +46,7 @@ float qUnion(float a, float b, float smooth) {
|
|||
SurfacePoint qUnion(SurfacePoint a, SurfacePoint b) {
|
||||
SurfacePoint o;
|
||||
o.dist = min(a.dist, b.dist);
|
||||
o.mat = mixMat(a, b);
|
||||
o.mat = nearestMat(a, b);
|
||||
return o;
|
||||
}
|
||||
|
||||
|
@ -81,7 +90,7 @@ float qIntersect(float a, float b, float smooth) {
|
|||
SurfacePoint qIntersect(SurfacePoint a, SurfacePoint b) {
|
||||
SurfacePoint o;
|
||||
o.dist = max(a.dist, b.dist);
|
||||
o.mat = mixMat(a, b);
|
||||
o.mat = nearestMat(a, b);
|
||||
return o;
|
||||
}
|
||||
|
||||
|
@ -92,6 +101,10 @@ SurfacePoint qIntersect(SurfacePoint a, SurfacePoint b, float smooth) {
|
|||
return o;
|
||||
}
|
||||
|
||||
// --------------------------------
|
||||
// single sdf operations
|
||||
// --------------------------------
|
||||
|
||||
float qRound(float a, float radius) {
|
||||
return a - radius;
|
||||
}
|
||||
|
@ -131,7 +144,7 @@ float3 repXYZUnsigned(float3 p, float3 r) {
|
|||
}
|
||||
|
||||
// repeats space
|
||||
inline float3 repXZ(float3 p, float x, float z) {
|
||||
float3 repXZ(float3 p, float x, float z) {
|
||||
float3 o = p;
|
||||
o.x = fmod(abs(p.x) + x / 2.0, x) - x / 2.0;
|
||||
o.x *= sign(p.x);
|
||||
|
@ -139,3 +152,10 @@ inline float3 repXZ(float3 p, float x, float z) {
|
|||
o.z *= sign(p.z);
|
||||
return o;
|
||||
}
|
||||
|
||||
float3 repX(float3 p, float x) {
|
||||
float3 o = p;
|
||||
o.x = fmod(abs(p.x) + x / 2.0, x) - x / 2.0;
|
||||
o.x *= sign(p.x);
|
||||
return o;
|
||||
}
|
||||
|
|
158
Assets/raymarched/nut.shader
Normal file
158
Assets/raymarched/nut.shader
Normal file
|
@ -0,0 +1,158 @@
|
|||
Shader "CrispyPin/Nut"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Raymarcher Properties)]
|
||||
_MaxSteps ("Max steps", Int) = 128
|
||||
_MaxDist ("Max distance", Float) = 128
|
||||
_SurfDist ("Surface distance threshold", Range(0.0001, 0.05)) = 0.001
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
Cull Front
|
||||
LOD 100
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
int _MaxSteps;
|
||||
float _MaxDist;
|
||||
float _SurfDist;
|
||||
#define MAX_STEPS _MaxSteps
|
||||
#define MAX_DIST _MaxDist
|
||||
#define SURF_DIST _SurfDist
|
||||
|
||||
#define REFLECTIONS 2
|
||||
|
||||
#define SCENE_FN main
|
||||
#define LIGHT_FN lighting
|
||||
|
||||
// #define SEPARATE_MATERIAL_AND_DIST_FUNCTIONS
|
||||
// #define SCENE_FN separate_mat
|
||||
// #define DISTANCE_FN separate_dist
|
||||
// #define STEP_MULTIPLIER 0.1
|
||||
|
||||
#define SCENE_SCALE 0.8
|
||||
|
||||
// #define DISABLE_DEPTH
|
||||
// #define DISCARD_ON_MISS
|
||||
#define LIMIT_DEPTH_TO_MESH
|
||||
// #define USE_WORLD_SPACE
|
||||
#include "lib/libgarbage.cginc"
|
||||
|
||||
float3 checkers(float3 p, float3 a, float3 b, float2 size) {
|
||||
float2 q = p.xz / size;
|
||||
q = int2(abs(q) + 0.5);
|
||||
int s = ((q.x + q.y) % 2);
|
||||
return s * a + (1 - s) * b;
|
||||
}
|
||||
|
||||
float3 floor(float3 p) {
|
||||
return lerp(0.15,
|
||||
checkers(p - 1, 0.10, 0.18, .2),
|
||||
smoothstep(16, 0, length(p))
|
||||
);
|
||||
}
|
||||
|
||||
SurfacePoint mRoundedHex(float3 p, float girth, float height) {
|
||||
SurfacePoint d;
|
||||
d = qRound(mHexPrism(p, girth, height), 0.01);
|
||||
float rounding = 3;
|
||||
d = qIntersect(d, mSphere(p - float3(0, -rounding + height, 0), rounding), 0.01);
|
||||
d = qIntersect(d, mSphere(p + float3(0, -rounding + height, 0), rounding), 0.01);
|
||||
return d;
|
||||
}
|
||||
|
||||
SurfacePoint main(float3 p) {
|
||||
float girth = 0.3;
|
||||
float height = 0.1;
|
||||
float inner_radius = 0.18;
|
||||
float thread = 0.013;
|
||||
// float thread = 0.01 + sin(_Time.x * 8) * 0.01 + 0.01;
|
||||
SurfacePoint d;
|
||||
|
||||
float3 rp = rotY(p, _Time.y);
|
||||
rp = rotX(rp, _Time.x);
|
||||
// nut
|
||||
d = mRoundedHex(rp, girth, height);
|
||||
d = qSub(d, mInfCylinder(rp, float3(0, 0, inner_radius)), 0.02);
|
||||
d = qSub(d, mHelix(rp - float3(0, -1, 0), inner_radius, thread, thread/2), 0.003);
|
||||
|
||||
// bolt
|
||||
SurfacePoint bolt_thread = mInfCylinder(rp, float3(0, 0, inner_radius + 0.3));
|
||||
bolt_thread = qSub(bolt_thread, mInfCylinder(rp, float3(0, 0, inner_radius)), 0.02);
|
||||
bolt_thread = qSub(bolt_thread, mHelix(rp - float3(0, -1, 0), inner_radius, thread, thread/2), 0.03);
|
||||
|
||||
|
||||
// d = qUnion(d, bolt_thread);
|
||||
float h = sin(_Time.y) * 0.15 + 0.2;
|
||||
float3 bp = rotY(rp, sin(_Time.y) * UNITY_PI * 4);
|
||||
bp.y -= h;
|
||||
SurfacePoint bolt = qSub(mCylinder(bp, inner_radius+thread*2, 0.2), bolt_thread);
|
||||
bolt = qUnion(bolt, mRoundedHex(bp - float3(0, 0.13, 0), girth, height));
|
||||
bolt = qUnion(bolt, mCylinder(bp - float3(0, -0.17, 0), inner_radius , 0.1), 0.05);
|
||||
Material metal1 = mat(float3(0.5, 0.3, 0.1), 1);
|
||||
Material metal2 = mat(float3(0.3, 0.3, 0.5), 1);
|
||||
d.mat = metal1;
|
||||
bolt.mat = metal2;
|
||||
|
||||
// cube
|
||||
// float3 cp = rotX(bp - float3(0, -0.32, 0), _Time.w * 5);
|
||||
// bolt = qUnion(bolt, mBox(cp, 0.1, mat(float3(0,1,1))),.1);
|
||||
|
||||
d = qUnion(d, bolt);
|
||||
|
||||
// floor
|
||||
|
||||
// d = qUnion(d, mPlaneY(p, -0.5, mat(floor_col, 0)), 0.01);
|
||||
// d = qIntersect(d, mPlaneY(-p, 0.6, mat(floor_col, 0)), 0.01);
|
||||
d = qUnion(d, mBox(p - float3(0, -0.6, 0), float3(6, 0.05, 6), mat(floor(p), 0)));
|
||||
|
||||
// d = qUnion(d, mSphere(p - float3(0, -0.5, 1), 0.4));
|
||||
return d;
|
||||
}
|
||||
|
||||
float3 lighting(Ray ray) {
|
||||
float3 sun_dir = normalize(float3(4, 2, 1));
|
||||
|
||||
if (ray.missed) {
|
||||
if (ray.dir.y >= 0) {
|
||||
return lRenderSky(ray.dir, sun_dir);
|
||||
}
|
||||
else {
|
||||
float3 cam = ray.start;
|
||||
cam.y += 0.6 - 0.0275;
|
||||
float3 dir = ray.dir;
|
||||
float3 surface_pos = float3 (
|
||||
cam.x - cam.y / (dir.y / dir.x),
|
||||
0,
|
||||
cam.z - cam.y / (dir.y / dir.z)
|
||||
);
|
||||
float col = 1;
|
||||
col = floor(surface_pos);
|
||||
return col * (lSky(float3(0,1,0)) + lSun(float3(0,1,0), sun_dir));
|
||||
}
|
||||
}
|
||||
float3 col = 0;
|
||||
col =
|
||||
// ray.mat.col *
|
||||
lSun(ray.normal, sun_dir);
|
||||
col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
|
||||
col +=
|
||||
// ray.mat.col *
|
||||
lSky(ray.normal);
|
||||
// float3(0.5, 0.8, 0.9);
|
||||
// col = ray.mat.col;
|
||||
|
||||
return col*ray.mat.col;
|
||||
}
|
||||
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/raymarched/nut.shader.meta
Normal file
9
Assets/raymarched/nut.shader.meta
Normal file
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4ba2b5d5658a2f257b227615f65e87f6
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
92
Assets/raymarched/spinny.shader
Normal file
92
Assets/raymarched/spinny.shader
Normal file
|
@ -0,0 +1,92 @@
|
|||
Shader "CrispyPin/LibGarbageSpinny"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Raymarcher Properties)]
|
||||
_MaxSteps ("Max steps", Int) = 128
|
||||
_MaxDist ("Max distance", Float) = 128
|
||||
_SurfDist ("Surface distance threshold", Range(0.0001, 0.05)) = 0.001
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
Cull Front
|
||||
LOD 100
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
int _MaxSteps;
|
||||
float _MaxDist;
|
||||
float _SurfDist;
|
||||
#define MAX_STEPS _MaxSteps
|
||||
#define MAX_DIST _MaxDist
|
||||
#define SURF_DIST _SurfDist
|
||||
|
||||
#define REFLECTIONS 3
|
||||
|
||||
#define LIGHT_FN lighting
|
||||
#define SCENE_FN main
|
||||
|
||||
// #define SEPARATE_MATERIAL_AND_DIST_FUNCTIONS
|
||||
// #define SCENE_FN separate_mat
|
||||
// #define DISTANCE_FN separate_dist
|
||||
|
||||
// #define DISABLE_DEPTH
|
||||
#define DISCARD_ON_MISS
|
||||
// #define USE_WORLD_SPACE
|
||||
#define SCENE_SCALE 0.05
|
||||
#include "lib/libgarbage.cginc"
|
||||
|
||||
SurfacePoint main(float3 p) {
|
||||
Material grass = mat(float3(0.05, 0.5, 0.1), 0.3);
|
||||
Material dirt = mat(float3(0.5, 0.2, 0.05), 0);
|
||||
Material metal = mat(1, 1);
|
||||
Material blue = mat(float3(0.5, 0.6, 1), 0);
|
||||
|
||||
SurfacePoint d = mPlaneY(p, 0, grass);
|
||||
d = qIntersect(d, mSphere(p, 9, dirt), 0.5);
|
||||
d = qUnion(d, mSphere(p - float3(0, 2, 0), 2, metal));
|
||||
d = qUnion(d, mTorus(rotX(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5);
|
||||
d = qUnion(d, mTorus(rotZ(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5);
|
||||
d = qUnion(d, mTorus(rotX(p, _Time * 40), 5, 0.5, blue), 0.5);
|
||||
d = qUnion(d, mTorus(rotZ(p, _Time * 40), 5, 0.5, blue), 0.5);
|
||||
// small spheres
|
||||
float3 p2 = abs(rotY(p, -20 * _Time)) - float3(1.5, sin(_Time.y * 5) + 1, 1.5);
|
||||
d = qUnion(d, mSphere(p2, 0.7, metal), 0.2);
|
||||
return d;
|
||||
}
|
||||
|
||||
// SurfacePoint separate_mat(float3 p) {
|
||||
// Material blue = mat(float3(0.05, 0.1, 0.2), 0);
|
||||
// SurfacePoint d = mSphere(p, 1, blue);
|
||||
// return d;
|
||||
// }
|
||||
|
||||
// float separate_dist(float3 p) {
|
||||
// return main(p).dist;
|
||||
// }
|
||||
|
||||
float3 lighting(Ray ray) {
|
||||
if (ray.missed)
|
||||
return lRenderSky(ray.dir, normalize(float3(4,2,1)));
|
||||
|
||||
float3 sun_dir = normalize(float3(4, 2, 1));
|
||||
float3 col = 0;
|
||||
col = //ray.mat.col *
|
||||
lSun(ray.normal, sun_dir);
|
||||
col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
|
||||
col +=
|
||||
// ray.mat.col *
|
||||
lSky(ray.normal);
|
||||
|
||||
return col * ray.mat.col;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/raymarched/spinny.shader.meta
Normal file
9
Assets/raymarched/spinny.shader.meta
Normal file
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0779c46007e531d31b99fa29d899e9ab
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in a new issue